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Hamalainen, Raija – Technology, Pedagogy and Education, 2011
Designing collaborative three-dimensional learning games for vocational learning may be one way to respond to the needs of working life. The theoretical vantage points of collaborative learning for game development and the "design-based research" methodology are described; these have been used to support collaborative learning in the…
Descriptors: Cooperation, Vocational Education, Cooperative Learning, Educational Games
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Smith, Glenn Gordon; Majchrzak, Dan; Hayes, Shelley; Drobisz, Jack – Educational Technology & Society, 2011
The current study investigated how computer games and maps compare as preparation for readers to comprehend and retain spatial relations in text narratives. Readers create situation models of five dimensions: spatial, temporal, causal, goal, and protagonist (Zwaan, Langston, & Graesser 1995). Of these five, readers mentally model the spatial…
Descriptors: Games, Spatial Ability, Reading Ability, Priming
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Siyahhan, Sinem; Barab, Sasha; James, Carrie – Journal of Interactive Learning Research, 2011
In this study, we explored a new experimental methodology for investigating children's (ages 10 to 14) stances with respect to the ethics of online identity play. We used a scenario about peer identity misrepresentation embedded in a 3D virtual game environment and randomly assigned 265 elementary students (162 female, 103 male) to three…
Descriptors: Elementary School Students, Computer Mediated Communication, Computer Simulation, Video Games
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Hawkins, Alfred G., Jr. – Journal of Case Studies in Accreditation and Assessment, 2010
AACSB has mandated that the documentation of student learning will become increasingly important in decisions regarding initial accreditation and reaffirmation. Assurance of learning is a major part of the accreditation and reaffirmation process. All universities will need to develop a set of learning goals for all their programs. These learning…
Descriptors: Business Administration Education, College Outcomes Assessment, Scoring Rubrics, Business Skills
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Graham, Kerrie Lewis – American Journal of Play, 2010
Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and…
Descriptors: Computer Games, Computer Simulation, Role Playing, Play
Wu, Shuang – ProQuest LLC, 2010
In the first part of this dissertation, we study the competition among network service providers in a parallel-link network with the presence of elastic user demand that diminishes both with higher prices and congestion. First we analyze a game where providers strategically price their service for single class of traffic. Later we analyze a game…
Descriptors: Competition, Models, Incentives, Networks
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Mellers, Barbara A.; Haselhuhn, Michael P.; Tetlock, Philip E.; Silva, Jose C.; Isen, Alice M. – Journal of Experimental Psychology: General, 2010
Social scientists often rely on economic experiments such as ultimatum and dictator games to understand human cooperation. Systematic deviations from economic predictions have inspired broader conceptions of self-interest that incorporate concerns for fairness. Yet no framework can describe all of the major results. We take a different approach by…
Descriptors: Prediction, Economics, Games, Ethics
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Barab, Sasha A.; Gresalfi, Melissa; Ingram-Goble, Adam – Educational Researcher, 2010
Videogames are a powerful medium that curriculum designers can use to create narratively rich worlds for achieving educational goals. In these worlds, youth can become scientists, doctors, writers, and mathematicians who critically engage complex disciplinary content to transform a virtual world. Toward illuminating this potential, the authors…
Descriptors: Play, Research Methodology, Video Games, Educational Objectives
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Cameron, Jennifer M.; Heidelberg, Natalie; Simmons, Lisa; Lyle, Sarah B.; Mitra-Varma, Kathakali; Correia, Chris – Journal of American College Health, 2010
Objectives, Participants, Methods: Drinking game participation has increased in popularity among college students and is associated with increased alcohol consumption and alcohol-related problems. The current study investigated drinking game participation among 133 undergraduates attending National Alcohol Screening Day (NASD) in April of 2007.…
Descriptors: Undergraduate Students, Prevention, Alcohol Abuse, Drinking
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Lai, Jason Kwong-Hung; Leung, Howard; Hu, Zhi-Hui; Tang, Jeff K. T.; Xu, Yun – International Journal of Distance Education Technologies, 2010
One of the difficulties in learning Chinese characters is distinguishing similar characters. This can cause misunderstanding and miscommunication in daily life. Thus, it is important for students learning the Chinese language to be able to distinguish similar characters and understand their proper usage. In this paper, the authors propose a game…
Descriptors: Educational Games, Computer Uses in Education, Electronic Learning, Automation
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Feinberg, Lauren – Technology and Engineering Teacher, 2010
This article describes "Build a Band" hands-on activity from "Design Squad Nation," which allows kids to use simple materials to build a four-stringed instrument, then tune it and play a song. Kids explore frequency, pitch, and sound energy while following the steps of the engineering design process. By weaving "Design Squad Nation" episodes,…
Descriptors: Musical Instruments, Engineering, Learning Experience, Acoustics
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van den Bos, Wouter; Westenberg, Michiel; van Dijk, Eric; Crone, Eveline A. – Cognitive Development, 2010
We investigate the development of two types of prosocial behavior, trust and reciprocity, as defined using a game-theoretical task that allows investigation of real-time social interaction, among 4 age groups from 9 to 25 years. By manipulating the possible outcome alternatives, we could distinguish among important determinants of trust and…
Descriptors: Prosocial Behavior, Trust (Psychology), Late Adolescents, Adolescents
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Griffiths, Mark – Educational Psychology in Practice, 2010
Based on a significant increase in correspondence to the author from parents, teachers and psychologists concerning "addiction" to online video games like "World of Warcraft", this paper provides a brief overview of the main issues surrounding excessive video game playing among adolescents. As an aid to educational psychologists, and based on two…
Descriptors: Video Games, Educational Psychology, Psychologists, Online Systems
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Bedwell, Wendy L.; Salas, Eduardo – International Journal of Training and Development, 2010
Computer-based training (CBT) is a methodology for providing systematic, structured learning; a useful tool when properly designed. CBT has seen a resurgence given the serious games movement, which is at the forefront of integrating primarily entertainment computer-based games into education and training. This effort represents a multidisciplinary…
Descriptors: Multimedia Materials, Computers, Games, Training
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Orlowski, Marietta A.; Hart, Aaron – Young Children, 2010
Good schools for children ages 5 to 8 provide multiple opportunities for physical activity throughout the school day. Ideally, physical education, recess, extracurricular activities, and classroom activities together help ensure that children meet the recommended 60 minutes a day of structured activity and 60 of unstructured. Additionally, brief…
Descriptors: Class Activities, Physical Activities, Physical Activity Level, Young Children
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